Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.
Layout:
engine/ MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
models) + image codec; the minimal rp/ headers the audio HAL needs
game/ reconstructed BT logic + surviving-original BT source + fwd shims
+ WinMain launcher
content/ full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
docs/ format specs + reconstruction ledgers
reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
tools/ MP console emulator + map/resource scanners
One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
145 lines
3.3 KiB
C++
145 lines
3.3 KiB
C++
#include "munga.h"
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#include "set.h"
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Set ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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//#############################################################################
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// Set
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//#############################################################################
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//
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Set::Set(Node *node):
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Socket(node),
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contents(NULL)
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{
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}
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//
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//#############################################################################
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// ~Set
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//#############################################################################
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//
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Set::~Set()
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{
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SetReleaseNode(NULL);
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if (contents)
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{
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delete contents;
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}
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}
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//
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//#############################################################################
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// TestInstance
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//#############################################################################
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//
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Logical
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Set::TestInstance() const
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{
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Socket::TestInstance();
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Check(contents);
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return True;
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}
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//
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//#############################################################################
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// Union
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//
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// Merge contents of this with rhs. Items that occur in either set are placed
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// in the resulting set, with no duplication. It is assumed that both operands
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// are proper sets, ie. they contain no duplicates.
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//#############################################################################
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//
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Set
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Set::Union(const Set &) const
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{
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Check(this);
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Set result(NULL);
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return result;
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}
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//
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//#############################################################################
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// Intersection
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//
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// Merge contents of this with rhs. Items that occur in both sets are placed
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// only once in the resulting set. It is assumed that both operands are proper
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// sets, ie. they contain no duplicates.
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//
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// This implementation of set intersection is dumb and slow.
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//#############################################################################
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//
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Set
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Set::Intersection(const Set &rhs) const
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{
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Check(this);
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Check(rhs);
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// Contents iterator is a SetIterator and not a ChainIterator in order to
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// have access to the ChainIterator::ReadAndNextImplentation.
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// We circumvent encapsulation protections by declaring Set a friend of SetIterator
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// (which derives from ChainIterator). Set is not a friend of ChainIterator.
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SetIterator contents_iterator(contents);
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// Casting away const is safe since our local iterator is not going to insert or
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// remove items from rhs.
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SetIterator rhs_iterator((Set *) &rhs);
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Plug *lhs_plug;
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Plug *rhs_plug;
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Set result(NULL);
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while ((lhs_plug = Cast_Object(Plug *, contents_iterator.ReadAndNextImplementation())) != NULL)
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{
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while ((rhs_plug = Cast_Object(Plug *,rhs_iterator.ReadAndNextImplementation())) != NULL)
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{
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if (lhs_plug == rhs_plug)
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{
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result.AddImplementation(lhs_plug);
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}
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}
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}
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return result;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SetIterator ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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//#############################################################################
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// SetIterator
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//#############################################################################
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//
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SetIterator::SetIterator(Set *set):
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ChainIterator(set->contents)
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{
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Check(set);
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}
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SetIterator::SetIterator(const SetIterator &iterator):
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ChainIterator(Cast_Object(Chain*, (Cast_Object(Set *,iterator.socket)->contents)))
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{
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Check(&iterator);
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}
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SetIterator::SetIterator(Chain *chain):
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ChainIterator(chain)
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{
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Check(chain);
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}
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SetIterator::~SetIterator()
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{
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}
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